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(CSRHoD) Creamsteak's Red Hand of Doom II [IC]

Warren reports back on the door, saying that someone should see if they recognize the symbols. Then he goes back to it and checks out the northern continuation of the cave past there.
 

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Intrigued by Warren's description, Tyrla made her way forward to examine the runes on the door. For the time being, she simply floated along the passageway, her feet a few inches off the floor. Once she reached the doorway, she examined the symbols- with both normal sight and arcane vision.

OOC: Examine the door and runes, with CL 8 Detect Magic, Knowledge- arcana +14, Knowledge- religion +4, Knowledge- the planes +5. Using Fell flight for movement, instead of walking.
 


Avril - Human Druid - AC 18 - hp 55/55 - Spot +15 - Listen +15
Mandla - Riding Dog - AC 25 - hp 45/45 - Spot +5 - Listen +5


Whatever hope they had so far of finding signs of life had been diminished by the sight of yet another torn body. Avril bent down her small frame to examine the body, frowning grimly. "Owlbears," she remarked, before looking down the various corridors. "Big, strong, creatures, but largely animalistic. I think whatever did those things upstairs was likely more than just an animal. Something with some intelligence." She stood up again, and then followed the others to the door, keeping her eyes and ears alert.

Reaching the door, she allowed Tyrla to examine it, before remarking, "Strange. I wonder what a temple of Wee Jas is doing down here. And for that matter, what the involvement in the town is with that religion. Even stranger that the entire place fled down here." She paused to think for a second. "Did we see any sign that the Horde was related to Wee Jas in any way? Just grasping at straws really. I don't quite understand what's happened here." Her mind again wandered to the Thornwaste and what they could expect there.

[SBLOCK=OOC]OOC:

Spells and Abilities Active:

Extended Greater Magic Fang (Avril, Mandla, 16 hours)

Spells Cast and Abilities/Items Used:

Greater Magic Fang
Lesser Metamagic Rod of Extend (1 Used)

Level 0 (6): Cure Minor Wounds (3), Detect Magic (2), Guidance
Level 1 (5): Cure Light Wounds, Enrage Animal, Entangle, Faerie Fire, Produce Flame
Level 2 (4): Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace
Level 3 (4): Call Lightning, Cure Moderate Wounds, Protection from Energy
Level 4 (3): Air Walk, Cure Serious Wounds, Flame Strike

Avril's Character Sheet
[/SBLOCK]
 

Pender will hold the weapon in his hands, examining the traits and adds

"One of these ends is silvered, meant for battle. This is odd, normally I'd expect to see silvered weapons used for ceremonies. They're usually not well balanced to wield" the human warrior says.
 

I seem to recall silver weapons being of special use against lycanthropes. Since we had already mentioned that possibility, I would suspect that we will find some sort of were-creature at the end of the trail, although where the owlbears fit in, I haven't a clue.
 

Tyrla shook her head. "Owlbears, were-creatures, and a temple to the goddess of dark magic- it seems as if this village is far more interesting than its simple appearance might suggest. And it looks as if the horde was far more surprised than we were. This door looks awfully solid- do we have any means of getting past it? Or do we want to explore the other tunnels first and save this place for last?"
 

Siobhan curls her lip at the sight of the religious symbols to the goddess of death and magic. She shakes her head knowing that not everyone is attracted to the virtues of honor, might, and competition that her god represents, but to worship death and necromancy? The very ideals that it represents are foriegn to her mind.

Following the others she looks down the other passageway to the north. "I say leave the door for now. I doubt our lycanthrope was interested in this room given that we don't see many scratches on the door or signs of someone battering it down. I don't know anything about owlbears, but I don't think they were intelligent enough to try and get in here.

Knock on the door, if anyone is alive inside they will answer, if there is no one then we have the leisure of coming back here once we have ensured the area is clear."
 

After knocking on the door, there is in fact no reply from the other side. To continue from there I've assumed you head down the northern passage from here.

To the north, the group finds an open cavern, roughly 30 feet wide on each side. A pool of murky green-tinted water fills the eastern and western sides of the room. As the group approaches, they can see that the water bubbles and fumes constantly, the smell of sulfuric acid in the air.

In the distance, what sounds like rabid animals fighting echoes down the halls, but before there's time to take notice of what's happening far away - something much closer charges across the cavern. Two wolf-men, both licking their open wounds and battered bodies stand at the opposite edge of the cavern.

They take notice of the group at approximately the same time the group notices them in the shadows of the cavern.

Tyrla, Avril, Warren, Larian: Both of these creatures have multiple open wounds and cuts, but they appear to be healing quickly. Very quickly.

Tyrla, Avril, Larian, Siobhan: These creatures are the victims of lycanthropy, with all that entails. These particular creatures are fast, strong, and fairly resiliant. They regenerate from all damage not inflicted with silver weapons, fire, or acid. They take subdual damage from all other sources.

Initiatives
Warren 27
Avril 21
Pender 20
Larian 20
Tyrla 19
Siobhan 19
Werewolves 18

(That's some high dice on all sides...)

attachment.php

For some reason the new version of openoffice changed some of the behavior and it didn't copy everything exactly how I had it. Regardless, you can choose to start in any square in the 11,12,13 rows that's light gray (regular terrain). The dark gray is the cavern walls. The greenish color represents the pooled up acid.

If you start your turn in a square adjacent to the acid, you must make a fortitude save (DC 14) or be nauseated. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

If you end up in the acid somehow, it's 3d6 damage (reflex DC 14 for half). It's not particularly deep so it only counts as difficult terrain.
 

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Warren the halfling, AC 26, HP 47, Assassin's Stance

Warren, trying to scout ahead, notices the hairy beasts up ahead and quietly curses in Dwarven (since Halfling isn't so good for curses)!

He says "We got trouble!" in Common and rushes forward, shifting his stance as he gets close to one of the monstrocities, skidding to a halt, and waving his short sword around in a brief, elaborate pattern reminiscent of wind from a forge's bellows, as flames trail along his blade, ending with a jab that sends a miniature white-hot fireball roaring towards the closest beast.... Which strikes the hairy beast in the face and reduces a human-fist-sized chunk of its face to ashes!!!

As he moves in, Warren calls out to the others "Hang back until I fry these hairy mutts! And by that, I mean blow 'em up!"

[sblock=OOC]Moving 30 feet from F-11 to G-5, going around the acid pool. Change to Assassin's Stance as a swift action, then initiate Fanning the Flames, targeting the werewolf at G-3. Sneak attack and Discipline Focus for a total of 6d6+4d6+3 fire damage, as a ranged touch attack against the flat-footed werewolf, rolling.....

1d20+13=33, 6d6+4d6+3=27
Hooooleeeey sheeeeeit.....natural 20 for 27 damage. Rolling to confirm.....
1d20+13=33, 6d6+3=19
WTF......natural 20 to confirm, for 19 extra fire damage on the crit. Total of 46 fire damage. First good luck I've had with InvisibleCastle this month....you should see the streak of pathetic rolls I've gotten in CrazyMonkey's, Pneumatik's, and Tiali's games....

For descriptive purposes, given the rolls and the damage, I'm assuming the werewolf dies.....it's just a guess..... :devil: :] :D [/sblock]
 

Into the Woods

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